3.4.0f5 Box vs Mess collider observation

Well, simple to test, take the Crate_A FBX that is in the new angry bots demo, add it to your assets folder in a new empty project, change the import scale from 0.01 to 1.0, drag it into your scene, add a plane, scale at 100,1,100, add a mesh collider to the plane, maybe a texture or color to make it stand out.

Next take that crate that you dragged into the scene and add a mesh collider to it, apply it back to the prefab and also add a rigid body to the crate, this way it can fall from the sky. Once applied back to the prefab, remove the crate from the scene and then write code to instantiate a clone of that prefab into the scene at above the plane by 8 meters (0,8,0), the crate will fall and go through the plane. Add a sphere to the scene at 1 meter in diameter, have a sphere collider on it, and rigid body, 2 meters above the plane so that it falls onto the plane, the crate above the sphere at the 8 meters, the sphere will collide with the plane, the crate will collide with the sphere, fall off and through the plane…

Next, change the collider on the crate from mesh collider to box collider, it will then fall to the sphere, collide and bound off the sphere and collide with the plane.

I have been able to reproduce this on 2 machines so far, would open a ticket however my ticket queue is so full that I never get a response from the ticket system, haven’t for like a year now so if someone can repeat and verify this, please open a ticket.

Enjoy, was a cute experiment, unfortunately I have found that mesh colliders use less power to do than box colliders for some strange reason. I can have over 100 mesh collision objects in a given scene going on with stuff with no chop but when I start with over 100 box colliders, I get hiccups which is repeatable on builds for my iMac, MacBook Pro, PC (both desktop and laptop) along with Andriod / iPad / iPad 2 and iPhone / iPod touch. I want to stick with mesh colliders!

Mesh Colliders can’t collide with other Mesh Colliders. Convex Mesh Colliders can however. This isn’t a bug, just an optimization in PhysX.

So I can’t use a mesh collider then since all my objects are instantiated objects that need the ability to detect collision between them, ships, asteroids, the like, so instead of using a mesh collider which is more accurate, I have to use a box collider instead? I don’t like them much but if I have no choice, I have no choice. So if I have vehicles with Mesh colliders, according to this, they will pass through each other and I have to use box colliders. Not sure what to do about this.

edit: box colliders are not going to work, I need mesh colliders because if I use box colliders I will have to have multiple per object and it only allows 1 per object. My ships are all shapes and sizes, my stations, all shapes and sizes, I need to know WHERE the objects collide at, say a missle collides at a given point to the space station, at that point I need to do stuff, planet quadrants are going to be created in Lightwave and brought in as FBX files so I want to use mesh colliders on it, can’t use box colliders but that means my ATV’s can’t roll around on them…

hmmmmm.

Either use Convex Mesh Colliders (which approximate the Mesh Collider) or use Compound Primitive Colliders. Create CPCs by parenting Primitive Colliders to the asteroid, ship, car, etc.

Convex Mesh docs: Unity - Manual: Mesh collider component reference

Compound Collider docs: Unity - Manual: Box collider component reference

Thanks, looking into these.
BTW: thanks for layer based collisions, this is working well for weapon damage types.
Works very well for shield harmonics also, each shield type has its own layer and each weapon type can pass through layers it is immune too, rather cool effects now with that addition.
Need to work on compound colliders probably since convex are limited to 255 tri’s.